Damage multiplier | Startup frame | Type | Priority | EX Force |
---|---|---|---|---|
7, 13 (20) | 11F | Physical | Melee Low | 90 |
Effects | CP (Mastered) | Cancels | Assist Gain (Attack) | Assist Gain (Hit) |
Chase | 30 (15) | |||
Unlocked at level |
Mastered at AP |
Muggshotter (talk | contribs) (→Assist: Added the rest of aerith combos with video links for now.) |
Muggshotter (talk | contribs) (→Assist: Added info on enders.) |
||
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== Aerial == | == Aerial == | ||
Most attacks leave Tidus airborne, which allow him to call Aerith for Seal Evil combos. This includes grounded versions of Hop Step, Stick & Move, Cut & Run, Dart & Weave and Energy Rain. | Most attacks leave Tidus airborne, which allow him to call Aerith for Seal Evil combos. This includes grounded versions of Hop Step, Stick & Move, Cut & Run, Dart & Weave and Energy Rain. | ||
Cut & Run (midair) > Quick Hit is a common, relatively high power assist combo ender for Tidus. That will be listed in the following combos most of the time. Other enders may be prioritized depending on the situation, such as Jecht Shot to avoid LV2 Assist Change stagger or Slice and Dice to confuse Assist Change retaliation attempts. | |||
{| class="wikitable sortable" | {| class="wikitable sortable" |
General | Starter Guide | Strategy | |
---|---|---|---|
Matchups | Resources |
Info | |
---|---|
Name | Tidus (ティーダ) |
Original game | Final Fantasy X |
Base ATK (LV100) | 110 (Average) |
Base DEF (LV100) | 111 (Average) |
Run Speed | 4 (Normal, Fast), 1.5 (EX Mode, Very Fast) |
Dash Speed | 73 (Normal, Fast), 65 (EX Mode, Fastest) |
Fall Speed | 73 (Normal, Above Average), 65 (EX Mode, Fastest) |
Fall Speed Ratio After Dodge | 20 (Normal, Very Fast), 14 (EX Mode, Very Fast) |
Fastest BRV | |
Fastest HP | |
1-Hit HP | |
HP Links | |
Command Block | |
Weapon | Swords, Grappling Weapons, Daggers, Thrown Weapons |
Armor | Shields, Bangles, Hats, Helms, Clothing, Light armor, Headbands, Chestplates |
Exclusive weapons | Official Ball, Striker, Grand Slam, World Champion |
Unlock | |
Alignment | |
Voice Actor (JP) | |
Voice Actor (ENG) |
Strengths | Weaknesses |
---|---|
|
|
Tidus is an agile close-range fighter who can fight offensively and defensively as the situation demands. He is well rounded in close quarters, from the notorious Hop Step bravery to good call-out tools, meter gain and dodge punishment game. All of this is punctuated by his mobility; Every aspect of Tidus' movement ranks high or is flat out best in class. Creating distance and generating assist meter with linear dashes is no problem, nor is evading attacks with running and he is always competitive in EX Core races. On top of that, Tidus has one of the fastest post-air dodge fall ratios in the game which makes his aerial dodges a lot safer to use on average. And if the opponent is in range to punish his dodge, one of the three evasive bravery attacks can act a last resort retaliation to keep him safe.
When it comes to builds, Tidus commonly works with both EX and Assist with an emphasis on damage or bravery boost on dodge. Compared to Warrior of Light and Cloud who can specialise in several build styles, Tidus' competitive build variety is a bit less flexible. He is not a proficient user of Side by Side and he relies on assist to land his HPs. His average ATK and DEF stats may not impress at first, but building for bravery damage is worth the investment, especially against characters without high base defense stat. At high health, Tidus can also take advantage of the increased damage multiplier during his EX Mode, which affects not just his braveries but also EX Burst; At full health Tidus can score one of the strongest EX Bursts in the game. And even without high-end damage, Tidus generates a good amount of EX from most of his moves and he tends to land one of them frequently (Hop Step). This means that Tidus can establish a solid lead with meter over time, whether the player invests into EX or not.
Another one of his distinct strengths lies in unconventional use of assist - A handful of Tidus' attacks have greatly increased vertical tracking if they move Tidus during an assist call. This is great for surprise attacks and punishing air dodges or long-winded attacks from afar. The window for this is brief, but the movement is executed quickly.
Tidus' weaknesses may not be immediately apparent, but they do exist. His reliance on Hop Step and assist lowers his burst damage potential for individual interactions, which can skew the risk / reward ratio against him without meter. The few projectiles he has have limited reach, poor conversion potential or long animations. The other disjoint in Stick & Move bravery is telegraphed and his vertical reach with attacks is mostly below average without assist. The dodge attacks in general are telegraphed with little utility outside of the initial invincibility. His assist synergy is a bit limited -albeit effective as is- without ground due to short hit stun starters, slow startup, high knockback Chase enders or inadequate tracking on HPs. The prowess of the Aerith assist's synergy can also leave some whiff punishes and meter depletion on the table. The HP attacks have long animations on hit, which can restrict Tidus' avenues for HP damage if the opponent can escape with Assist Change. The act of multi-hit braveries during HP attacks presents another problem; Tidus cannot resolve EX Revenge checkmates quickly with a fast single hit HP.
In competitive play, Tidus has been ranked at mid tier or high tier. He exhibits strong fundamentals up close and his gameplan is straightforward and easy to pick up. His utility is largely shared across both ground and air moves, which can streamline his gameplay for players picking him up for the first time. Tidus can power through higher priority projectiles and even evade The Emperor's infamous Dreary Cell on hit, but he can also struggle to capitalise on these interactions at times. Even so, playing the long game for meter advantage is a tried and true strategy and he does not rely on walls for high damage or stage pressure. Overall, Tidus is a strong character in many ways and he is capable of competing against most of the roster without major struggles.
Tidus' evasive bravery attacks Stick & Move, Dart & Weave and Cut & Run have built-in invincibility. 1-20 frames of invincibility normally, and then 1-40 frames of invincibility when used during EX mode (the same as normal dodge and a dodge with Evasion Boost respectively).
Damage multiplier | Startup frame | Type | Priority | EX Force |
---|---|---|---|---|
7, 13 (20) | 11F | Physical | Melee Low | 90 |
Effects | CP (Mastered) | Cancels | Assist Gain (Attack) | Assist Gain (Hit) |
Chase | 30 (15) | |||
Unlocked at level |
Mastered at AP |
Damage multiplier | Startup frame | Type | Priority | EX Force |
---|---|---|---|---|
2 x 5, 6, 8, 16 (40) | 25F | Physical | Melee Low | 27 |
Effects | CP (Mastered) | Cancels | Assist Gain (Attack) | Assist Gain (Hit) |
Wall Rush | 30 (15) | |||
Unlocked at level |
Mastered at AP |
Damage multiplier | Startup frame | Type | Priority | EX Force |
---|---|---|---|---|
4 x 7 (28) | 41F | Physical | Ranged Mid | 0 |
Effects | CP (Mastered) | Cancels | Assist Gain (Attack) | Assist Gain (Hit) |
Wall Rush | 30 (15) | |||
Unlocked at level |
Mastered at AP |
[Long] Hurl ball blazingly fast. Deal more damage when close.
Damage multiplier | Startup frame | Type | Priority | EX Force |
---|---|---|---|---|
2 x 5, 10 (20) | 53F | Physical | Melee Low | ~90 |
Effects | CP (Mastered) | Cancels | Assist Gain (Attack) | Assist Gain (Hit) |
Chase, Dodge | 30 (15) | |||
Unlocked at level |
Mastered at AP |
Damage multiplier | Startup frame | Type | Priority | EX Force |
---|---|---|---|---|
1 x 6, 14 (20) | 51F | Physical | Melee Low | 75 |
Effects | CP (Mastered) | Cancels | Assist Gain (Attack) | Assist Gain (Hit) |
Chase, Dodge | 30 (15) | |||
Unlocked at level |
Mastered at AP |
Damage multiplier | Startup frame | Type | Priority | EX Force |
---|---|---|---|---|
2 x 5, 14 (24) | 51F | Physical | Melee Low | ~90 |
Effects | CP (Mastered) | Cancels | Assist Gain (Attack) | Assist Gain (Hit) |
Chase, Dodge | 30 (15) | |||
Unlocked at level |
Mastered at AP |
Damage multiplier | Startup frame | Type | Priority | EX Force |
---|---|---|---|---|
7, 13 (20) | 11F | Physical | Melee Low | 90 |
Effects | CP (Mastered) | Cancels | Assist Gain (Attack) | Assist Gain (Hit) |
Chase | 30 (15) | |||
Unlocked at level |
Mastered at AP |
Damage multiplier | Startup frame | Type | Priority | EX Force |
---|---|---|---|---|
2 x 6, 5, 8, 15 (40) | 25F | Physical | Melee Low | 30 |
Effects | CP (Mastered) | Cancels | Assist Gain (Attack) | Assist Gain (Hit) |
Wall Rush | 30 (15) | |||
Unlocked at level |
Mastered at AP |
Damage multiplier | Startup frame | Type | Priority | EX Force |
---|---|---|---|---|
10 | 41F | Physical | Ranged Low | 3 |
Effects | CP (Mastered) | Cancels | Assist Gain (Attack) | Assist Gain (Hit) |
- | 30 (15) | |||
Unlocked at level |
Mastered at AP |
Damage multiplier | Startup frame | Type | Priority | EX Force |
---|---|---|---|---|
2 x 5, 10 (20) | 53F | Physical | Melee Low | ~90 |
Effects | CP (Mastered) | Cancels | Assist Gain (Attack) | Assist Gain (Hit) |
Chase, Dodge | 30 (15) | |||
Unlocked at level |
Mastered at AP |
Damage multiplier | Startup frame | Type | Priority | EX Force |
---|---|---|---|---|
1 x 6, 14 (20) | 51F | Physical | Melee Low | 75 |
Effects | CP (Mastered) | Cancels | Assist Gain (Attack) | Assist Gain (Hit) |
Chase, Dodge | 30 (15) | |||
Unlocked at level |
Mastered at AP |
Damage multiplier | Startup frame | Type | Priority | EX Force |
---|---|---|---|---|
2 x 5, 24 (34) | 51F | Physical | Melee Low | ~90 |
Effects | CP (Mastered) | Cancels | Assist Gain (Attack) | Assist Gain (Hit) |
Chase, Dodge | 30 (15) | |||
Unlocked at level |
Mastered at AP |
Damage multiplier | Startup frame | Type | Priority | EX Force |
---|---|---|---|---|
1 x 4, 6 (10) | 39F | Physical | Melee High, Block (Ranged Low) | 90 |
Effects | CP (Mastered) | Cancels | Assist Gain (Attack) | Assist Gain (Hit) |
Magic Block | 30 (15) | |||
Unlocked at level |
Mastered at AP |
Damage multiplier | Startup frame | Type | Priority | EX Force |
---|---|---|---|---|
4, 1 x 6 (10) | 53F | Physical, Magical | Melee High (kick), Ranged High (projectiles) | 90 |
Effects | CP (Mastered) | Cancels | Assist Gain (Attack) | Assist Gain (Hit) |
- | 30 (15) | |||
Unlocked at level |
Mastered at AP |
Damage multiplier | Startup frame | Type | Priority | EX Force |
---|---|---|---|---|
1 x 4, 3 (+7) | ? | Physical | Melee High | 0 |
Effects | CP (Mastered) | Cancels | Assist Gain (Attack) | Assist Gain (Hit) |
Wall Rush | 30 (15) | |||
Unlocked at level |
Mastered at AP |
Damage multiplier | Startup frame | Type | Priority | EX Force |
---|---|---|---|---|
1 x 4, 3 (+7) | ? | Physical | Melee High | 0 |
Effects | CP (Mastered) | Cancels | Assist Gain (Attack) | Assist Gain (Hit) |
Wall Rush | 30 (15) | |||
Unlocked at level |
Mastered at AP |
Damage multiplier | Startup frame | Type | Priority | EX Force |
---|---|---|---|---|
1 x 4, 3 (+7) | ? | Physical | Melee High | 0 |
Effects | CP (Mastered) | Cancels | Assist Gain (Attack) | Assist Gain (Hit) |
Wall Rush | 30 (15) | |||
Unlocked at level |
Mastered at AP |
All versions of Quick Hit share the same attack data.
Damage multiplier | Startup frame | Type | Priority | EX Force |
---|---|---|---|---|
5 or 10 (moogle), 10 (15 / 20) | 61F | Physical | Ranged High | 30 |
Effects | CP (Mastered) | Cancels | Assist Gain (Attack) | Assist Gain (Hit) |
Wall Rush | 30 (15) | |||
Unlocked at level |
Mastered at AP |
[Long] Powerful triple kick. Long opening, but great range.
Damage multiplier | Startup frame | Type | Priority | EX Force |
---|---|---|---|---|
4, 1 x 6 (10) | 53F | Physical, Magical | Melee High (kick), Ranged High (projectiles) | 90 |
Effects | CP (Mastered) | Cancels | Assist Gain (Attack) | Assist Gain (Hit) |
- | 30 (15) | |||
Unlocked at level |
Mastered at AP |
Damage multiplier | Startup frame | Type | Priority | EX Force |
---|---|---|---|---|
2 x 5 (10) | 53F | Physical | Melee High | 90 |
Effects | CP (Mastered) | Cancels | Assist Gain (Attack) | Assist Gain (Hit) |
- | 30 (15) | |||
Unlocked at level |
Mastered at AP |
Damage multiplier | Startup frame | Type | Priority | EX Force |
---|---|---|---|---|
1 x 4, 3 (+7) | ? | Physical | Melee High | 0 |
Effects | CP (Mastered) | Cancels | Assist Gain (Attack) | Assist Gain (Hit) |
Wall Rush | 30 (15) | |||
Unlocked at level |
Mastered at AP |
Damage multiplier | Startup frame | Type | Priority | EX Force |
---|---|---|---|---|
1 x 4, 3 (+7) | ? | Physical | Melee High | 0 |
Effects | CP (Mastered) | Cancels | Assist Gain (Attack) | Assist Gain (Hit) |
Wall Rush | 30 (15) | |||
Unlocked at level |
Mastered at AP |
Damage multiplier | Startup frame | Type | Priority | EX Force |
---|---|---|---|---|
1 x 4, 3 (+7) | ? | Physical | Melee High | 0 |
Effects | CP (Mastered) | Cancels | Assist Gain (Attack) | Assist Gain (Hit) |
Wall Rush | 30 (15) | |||
Unlocked at level |
Mastered at AP |
Effects:
[Active while running] Top running speed increases, deflecting weak magical attacks.
Movement speed increases by x1.25. Block Ranged Low while running.
[Always active while in EX Mode] The higher the user's HP, the sharper the weapon's blade.
Damage multiplier scales to x1~x2 according to current HP%, round down to nearest integer. Higher health means higher damage multiplier.
[Always active while in EX Mode] The period of invincibility between dodging and attacking increases.
Dodge frames, the invincibility period during a dodge is increased from 1-20 frames to 1-40 frames, which is the same as using the Evasion Boost basic ability.
A flurry of attacks leading to a magnificent shot. Watch your timing and press circle when the cursor hits the center.
Damage multiplier (initial) | Damage multiplier (rest) | Type |
---|---|---|
1,1 (2) | 2x5, 3, 55 (68) (70 total, scales with current HP%) | Physical |
Tidus has a few solo combos, with difficulty and practicality varying greatly.
Combo | Approximate damage (multipliers) | Approximate EX Force | Notes | Video |
---|---|---|---|---|
Dart & Weave > DC (up, down) > Hop Step | 39~40 (1x5~1x6, 14, 7, 13) | 165 (75, 90) | Somewhat practical solo combo, though there may not be many opportunities to land this. Timing is not very lenient and the dodge cancel arc may change depending on the camera angle, but the idea is to move up and connect Hop Step as soon as possible. | Video |
Cut & Run (midair) > DC (up) > Hop Step | 48~54 (2x2~2x5, 24, 7, 13) | 180 | Difficult, but a rewarding combo for EX. Does not require Adamant Chains, but timing for the dodge cancel and the followup is strict. | Video |
Stick & Move (return hit) > DC (up, quarter circle left) > Hop Step | 30 (10, 7, 13) | 150 (60, 90) | Impractical in most situations as it requires missing the initial sword throw. Good EX gain, however. | Video |
Generally speaking, most of Tidus' ground attacks that can combo into Aerith assist also work in the air. Therefore, this section will only cover Sonic Buster, Tidus' only grounded starter.
Starter | Combo | Damage | EX Force | Notes | Video |
---|---|---|---|---|---|
Sonic Buster (WR) | -- | 40 + WR (2x5, 6, 8, 16) | 27 | -- | -- |
Aerith > WR > Free Air Dash x2 > Cut & Run (midair) > Quick Hit | 73~81 + HP WR (2x5, 6, 8, 16, 2x2~2x5, 24, 1x4, 3 + HP WR) | 117 (27, 90) | Free Air Dash to close distance and build assist meter with Assist Gauge Up Dash ability. | Video |
Most attacks leave Tidus airborne, which allow him to call Aerith for Seal Evil combos. This includes grounded versions of Hop Step, Stick & Move, Cut & Run, Dart & Weave and Energy Rain.
Cut & Run (midair) > Quick Hit is a common, relatively high power assist combo ender for Tidus. That will be listed in the following combos most of the time. Other enders may be prioritized depending on the situation, such as Jecht Shot to avoid LV2 Assist Change stagger or Slice and Dice to confuse Assist Change retaliation attempts.
Starter | Combo | Damage | EX Force | Notes | Video |
---|---|---|---|---|---|
Hop Step | -- | 20 (7, 13) | 90 | -- | -- |
Aerith > Empty Chase > air jump (behind opponent) > Cut & Run > Quick hit | 55~61 (7, 13, 2x2~2x5, 24, 1x4, 3) | 180 (90, 90) | Basic and reliable. Move behind opponent for Sneak Attack critical hits. | Video | |
Aerith > Chase HP > HP dodged > air jump (behind opponent) > Cut & Run > Quick Hit | 55-61 + HP WR (7, 13, 2x2~2x5, 24, 1x4, 3 + HP WR) | 195 (90, 15, 90) | If the opponent dodges the chase HP, this generates more EX and still lets Tidus follow up with more bravery damage. But only if it's evaded this way; Opting to eat the chase HP can end the combo early without wall rush. | Video | |
Full Slide (2 parts) | -- | 19~25 (2x3~2x6, 5, 8) | 27 | Mid-stage combo starter, also works with Aerith assist when clashed with reduced damage. The further Tidus is from opponent, the less damage Full Slide will do on hit. | -- |
Aerith > DC > Free Air Dash > Cut & Run > Quick Hit | 54~66 + HP WR (2x3~2x6, 5, 8, 2x2~2x5, 24, 1x4, 3 + HP WR) | 120 (30, 90) | Reliable wall-less combo. If ceiling is closer than wall, you can opt for Jech Shot ender instead for wall rush damage. | Video | |
Full Slide (Wall Rush) | -- | 40 + WR (2x6, 5, 8, 15) | 30 | -- | -- |
Aerith > WR > Free Air Dash > Jecht Shot | 49~60 + HP WR (40 + WR, 15~20 + HP WR) | 60 (30, 30) | For ceiling wall rush or maintaining distance from opponent. | Video | |
Cut & Run (ground) | -- | 18~24 (2x2~2x5, 14) | 90 | Less damage than air version, but same combo structure otherwise. Deals less damage the later this move connects, the minimum damage is lowballed and assumes Cut & Run is done somewhat close to the opponent. | -- |
Aerith > Empty Chase > air jump (behind opponent) > Cut & Run (midair) > Quick Hit | 53~65 + HP WR (18~24, 28~34, 1x4, 3 + HP WR) | 180 (90, 90) | -- | Video | |
Cut & Run (midair) > Quick Hit (Wall Rush) | -- | 35~41 + HP WR (28~34, 7 + HP WR) | ~90 | Basic wall rush starter, but good if it evaded a prior attack. Much like Cut & Run (ground), minimum damage for the aerial version is lowballed and assumes Cut & Run is done somewhat close to the opponent. | -- |
Aerith > WR > DC > Cut & Run (midair) > Quick Hit | 70~82 + HP WR (28~34, 7 + HP WR, 28~34, 7 + HP WR) | 180 (90, 90) | Video | ||
-- | Cut & Run (midair) > Quick Hit > Aerith (after 2nd part of Quick Hit) > Aerith HIT (knockback cancel) > DC (behind opponent) > Cut & Run (midair) > Aerith > Empty Chase > Dodge (behind opponent) > Cut & Run (midair) > Quick Hit | 98~116 + HP WR (28~34, 7 + HP, 28~34, 28~34, 7 + HP WR) | 270 (90, 90, 90) | 2-bar assist combo. Highest EX gain with HP damage and wall rush potential. Use during EX Mode for devastating results. | Video |
Stick & Move | -- | 20~22 (2x5~2x6, 10) | ~90 | If Quick Hit is not preferred, Stick & Move still has enough hit stun for Aerith. | -- |
Aerith > Empty Chase > air jump (behind opponent) > Cut & Run > Quick Hit | 55~63 + HP WR (20~22, 28~34, 7 + HP WR) | 180 (90, 90) | -- | Video | |
Dart & Weave | -- | 19~20 (1x5~1x6, 14) | 75 | Technically Tidus' strongest combo starter in terms of EX gain due to the Hop Step DC combo, but this move is not commonly prioritized. | -- |
Aerith > Empty Chase > air jump (behind opponent) > Cut & Run > Quick Hit | 54~61 + HP WR (19~20, 28~34, 7 + HP WR) | 165 (75, 90) | Basic conversion. | Video | |
DC (up, down) > Hop Step > Aerith > Empty Chase > Dodge (behind opponent) > Cut & Run > Quick Hit | 74~81 + HP WR (19~20, 20, 28~34, 7 + HP WR) | 255 (75, 90, 90) | -- | Video | |
Energy Rain | -- | 10 (4, 1x6) | 90 | Serviceable starter if done with a good read on the opponent. | -- |
Aerith > Free Air Dash (behind opponent) > Cut & Run (midair) > Quick Hit | 45~51 (10, 28~34, 7 + HP WR) | 180 (90, 90) | -- | Video | |
Slice & Dice | -- | 10 (2x5) | 90 | Serviceable starter if done with a good read on the opponent. | -- |
Aerith > Free Air Dash (behind opponent) > Cut & Run (midair) > Quick Hit | 45~51 + HP WR (10, 28~34, 7 + HP WR) | 180 (90, 90) | -- | Video | |
Jecht Shot (Wall Rush) | -- | 15~20 (5~10, 10) | 30 | Random Moogle can increase damage. Good wall rush potential. | -- |
Aerith > Wall Rush > Free Air Dash x2 > Cut & Run (midair) > Quick Hit | 50~61 + HP WR (15~20, 28~34, 7 + HP WR) | 120 (30, 90) | Aerith holds long enough to approach and land Cut & Run. Depending on distance, it can be possible to still position behind the opponent for additional Sneak Attack critical hits. | Video |
Stats | |
---|---|
HP | 9972 |
CP | 450 |
BRV | 917 |
ATK | 180 |
DEF | 184 |
LUK | 60 |
Max Booster | x13.9 |
Equipment | |
---|---|
Assist | Aerith |
Weapon | World Champion |
Hand | Adamant Shield |
Head | Adamant Helm |
Body | Adamant Vest |
Accessory 1 | Zephyr Cloak |
Accessory 2 | BRV > Base Value |
Accessory 3 | Large Gap in BRV |
Accessory 4 | Summon Unused |
Accessory 5 | Pre-EX Mode |
Accessory 6 | Pre-EX Revenge |
Accessory 7 | Aerial |
Accessory 8 | After 30 Seconds |
Accessory 9 | Opponent Empty EX Gauge |
Accessory 10 | Opponent Summon Unused |
Summon | Rubicante |
Dedicated bravery boost on dodge.
Recommended against The Emperor, this build will provide bravery every time Tidus dodges an attack or a projectile with invincibility. If Aerial booster is not active, max booster value is x9.3.
Substitutes: Few adjustments can be made to use this build against characters with less reliance on zoning.
Booster accessory: Empty EX Gauge for Dismay Shock if opponent is not using Side by Side.
A hybrid variant of this build adjusts accessories.
Stats | |
---|---|
HP | 9972 |
CP | 450 |
BRV | 917 |
ATK | 180 |
DEF | 184 |
LUK | 60 |
Max Booster | x8.9 |
Equipment | |
---|---|
Assist | Aerith |
Weapon | World Champion |
Hand | Adamant Shield |
Head | Adamant Helm |
Body | Adamant Vest |
Accessory 1 | Muscle Belt |
Accessory 2 | Zephyr Cloak |
Accessory 3 | Dismay Shock |
Accessory 4 | Large Gap in HP |
Accessory 5 | BRV > Base Value |
Accessory 6 | Summon Unused |
Accessory 7 | Pre-EX Mode |
Accessory 8 | Pre-EX Revenge |
Accessory 9 | Aerial |
Accessory 10 | Summon Unused |
Summon | Rubicante |
Without Aerial, max booster value is x5.9. Without Large Gap in HP and Aerial, max booster value is x3.9.
Stats | |
---|---|
HP | 10299 |
CP | 450 |
BRV | 917 |
ATK | 181 |
DEF | 182 |
LUK | 60 |
Max Booster | x8.2 |
Equipment | |
---|---|
Assist | Aerith |
Weapon | World Champion |
Hand | Lufenian Dirk |
Head | Lufenian Headband |
Body | Lufenian Vest |
Accessory 1 | Hyper Ring |
Accessory 2 | Muscle Belt |
Accessory 3 | Dismay Shock |
Accessory 4 | Large Gap in HP |
Accessory 5 | Summon Unused |
Accessory 6 | Pre-EX Mode |
Accessory 7 | Pre-EX Revenge |
Accessory 8 | Aerial |
Accessory 9 | After 30 Seconds |
Accessory 10 | Opponent Summon Unused |
Summon | Scarmiglione |
CP Glitch Thief's Gear.
A general purpose damage build. Boosters scale well with advantage and consistent aerial play. x3.0 before aerial or Large Gap in HP activate. x4.6 with aerial. x5.5 with aerial + After 30 seconds. And finally, x8.2 when all boosters are active.
Substitutes Basic accessory: Dismay Shock to Empty EX Gauge (vs. Side by Side, boosts damage even further)
Booster accessory: After 30 Seconds to BRV > Base ValueType | Attack | Startup | Position | Spawn | Damage multiplier | Effects |
---|---|---|---|---|---|---|
BRV | Sonic Buster | 25F | Ground | Opponent | 2 x 5, 6, 8, 16 | Wall Rush |
BRV | Hop Step | 11F | Air | Opponent | 7, 13 (20) | Chase |
HP | Spiral Cut | 39F | Ground | Opponent | 1 x 4, 6 (10) | Chase |
HP | Slice and Dice | 53F | Air | Opponent | 2 x 5 (10) | Chase |
Tidus works well with Aerith, Jecht, Kuja.
Please edit this page's roadmap template when relevant additions and changes are made.
55,68 % done
Page | Completed | In progress | To-do | Score |
---|---|---|---|---|
General | 0 / 0 | |||
Strengths and weaknesses | Done. | 2 / 2 | ||
Overview | Done. | 1 / 1 | ||
Bravery Attacks | Ability info, overviews, images. | 5 / 5 | ||
HP Attacks | Ability info, overviews, images. | 5 / 5 | ||
EX Mode | Basic info, EX mode & EX Burst overview, image. | Write about mirror dash? | 2 / 3 | |
Combos | Solo combos added. Assist combos (Aerith) added. | Add other assist combos. Add more solo combos if they exist. | 6 / 6 | |
Builds | 3 builds, with overviews. | Adjust based on feedback, if necessary. | Add more niche builds, otherwise in good state. | 10 / 10 |
Assist | Assist data, Tidus assist overview. Overviews for other assists. | 3 / 3 | ||
Matchups | Matchup analysis and tips. | 0 / 32 | ||
Resources | Helpful links related to character. | 0 / 1 | ||
Starter Guide | Page created, initial content added. | Adjust based on feedback. | 9 / 9 | |
Strategy | Basic strategies and counterstrategies. | 6 / 6 |